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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: Kihe Blackeagle ---------------------------------------------------------------------- Working Notes for "Range Guides" (cf. movie _Deathsport 3000_ (?), starring David Carradine) (written for 1st ed. AD&D, including particularly _Unearthed Arcana_, _Oriental Adventures_, and related _Dragon_ articles updating and expanding the Ranger class): The world of the Range Guide is a world shattered by years of horrendous "modern" warfare, and is inhabited by a number of nasty mutant monster types and many even nastier humans/humanoids. Remnants of technology still exist, and can be used to ease life's burdens to some degree, but the ultimate skills of the Range Guide do not rely on any single item produced by technology (although some special skills *may* be possible, based upon the campaign setting). Settings which I believe to be compatible with this class, within the commercially-produced AD&D modules, include Arduin, DarkSun, HollowWorld, SpellJammer, and the area of Old Aurim and the Crystal Sea on the continent of Taladas. Some regions of the Known World described in the Voyages of the Princess Ark (name?) are also near-perfect. Range Guides are predominantly female rangers with psionic "wild talents". [This will be approximated for 1st ed.; 2nd ed. folk may be able to adapt entries from _The Psionics Handbook_] The rarely-seen highly skilled males of this class/profession tend to be truly exceptional human beings. All known RangeGuides to this point have been "pure" humans. Minimum Ability Scores: as for Ranger. Additionally, the character must qualify for psionics "immediately" (i.e. using scores as modified for age of 12 to 14 Earth years). No known RangeGuides have ever been multi-class, although a few rare individuals are believed to be dual-class RangeGuides may be approximated at the present time by the following: using the Ranger class as a base, remove "Giant-Class" damage bonuses. Replace the "followers gained" tables to reflect a magic-poor environment. Home region is a form of desert or dry savannah; adjust required non-weapon proficiencies and bonuses / penalties accordingly. RangeGuides may choose slings instead of bows when determining weapon proficiencies, and will choose bastard or two-handed swords before any other long-blade. RangeGuides often specialize in either knife (both melee and thrown) or bastard sword. RangeGuides tend to be horse- riders, and many are legendary in their skills when breeding and training horses. At least one non-weapon skill chosen should be useful in leading / guiding / guarding caravans. RangeGuides gain an unarmed combat mode that can be approximated using _Oriental Adventures_ method for martial style. This should be derived from the examples given for judo, adding the "Whistler" as a special weapon. Whistler- swords are formed out of very rare volcanic glass, and may be treated for most purposes as the equivalent of a bastard sword. (Technological enhancements applied to a Whistler make it un-chippable, and -- when used by one trained in its secrets -- the equivalent of a +3 magic blade for all purposes.) Whistler- swords are really quite rare... (When using the 1st ed. _Space Marines_ materials as a source of technological weapons, "Whistler" swords may be treated as vibro-blades in skilled RangeGuide hands, monoedge weapons otherwise.) Normal psionic abilities should be weighted heavily toward empathy, object reading, animal telepathy, mind over body, levitation, or molecular manipulation. Many of the best known RangeGuides also use cell adjustment or some other form of psychic healing. Reduce all range determinations by 50% under normal conditions (save vs. death when imprisoned / tortured to double